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Pojo's Yu-Gi-Oh Card of the Day

Mechanical Hound
Common

While you have no cards in your hand, yr opponent cannot activate Spell Cards.

Type - Machine/Effect
Card Number - CRV-EN018

Card Ratings
Traditional: 2.85
Advanced: 3.1

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 09.06.05

 

Lord
Tranorix
Mechanical Hound

Mechanical Hound is a very interesting monster. With 2800 ATK, it’s strong; though it’s also Level 7 and thus requires two tributes. It’s a Machine, so it benefits from Limiter Removal; and it’s EARTH, always nice.

If you have no cards in your hand, your opponent can’t activate Spells. So if you’re both topdecking for some reason, and you get, I dunno, Premature Burial, and you bring Mechanical Hound out from your Graveyard, and then your opponent topdecks Pot of Greed, it won’t help him.

It’s an extremely useful effect, but there’s a huge drawback. You can’t have a hand. Not having a hand in this game is a precarious position to be in; even if you do get Mechanical Hound out, and his effect working, your opponent can still kill it with Traps and monster effects.

There are a bunch of cards in CRV that rely on your not having a hand. In a deck like that, Mechanical Hound is rentsy.

CCGCC: 2.5/5
No-Hand Deck: 4/5
OVERALL RATING: 3.3/5
 

ExMinion OfDarkness
Mechanical Hound

I can do most of this review in one sentence.

Here we have a two-tribute (BAD) 2800 ATK (okay) Machine (good) that prevents your opponent from using any spells (good) but only when you are handless (HORRIBLE).

The problem with this guy is that he's STILL vulnerable to too much, especially come the new Advanced Format (or at least what we think it'll be.)

Without Mirror Force or Ring of Destruction, and Goat Control crippled, people will be playing more Bottomless Trap Holes and Sakuretsu Armors to deal with the aggressive style most decks will be using. This means that this guy can still be hit with Bottomless, Sakuretsu, Torrential, T-Virus, X-Force, DDA's effect, DDWL's effect...oh yeah, and if Tsukuyomi gets involved, Nobleman of Crossout will get him outta there too.

Bottom line: You REALLY don't want to play out your entire hand to block spells -- if you're going to protect a monster from spell effects, play Silent Swordsman Lv. 8.

1/5 all
 

Coin Flip
Something that occurs to me just right now is that I never alerted everyone to the fact that I made a mistake in the Drillroid review. I made a quick assumption based on Ninja Grandmaster Sasuke's effect text and assumed the monster wasn't flipped face-up before being destroyed if it was face-down.

It is flipped face up. That probably drops its rating down in both rating formats by half a point. Incredible.

Mechanical Hound basically rewards bad hand advantage, which is rarely a good thing. Cybernetic Cyclopean and Cybernetic Archfiend are better cards to play with, and that says something. Both of them suck.

On the upside, you can get a really nice lock going on with this and Decree. But hey, you can do the same thing with Horus, Spell Cancellor, or Silent Swordsman LV7.

It's good. Not great. But good.

2/5 Advanced
3.5/5 "Cybernetic" deck
 
Snapper Mechanical Hound

Today's card is Mechanical Hound, a monster that can become a one-sided Spell Canceller.

MH is a very acceptable 2 Tribute monster. With 2800 ATK, it can stomp almost every single monster a CC Deck may be able to dish out. Additionally, incase you didn't get this fact from it's name, MH is a Machine, allowing you to use it with Limiter Removal… um… equip it with Rare Metalmorph… and… Heavy Mech Support Platform… other paragraph lengtheners, and so on.

While your hand is vacant of cards, MH prevents the opponent from activating Spell Cards. Needles to say, this effect roxs! Because around 40% of the average Deck is nothing but the artist formerly known as Magic, MH effectively stops… 1 + 1… carry the 8… multiply by π… roughly 40% of most Decks. So, yeah, MH stops the opponent from using Lightning Vortex, Snatch Steal, Pot of Greed, and so on.

It should be noted though that MH stops the opponent from activating Spells, it does nothing to those that the opponent has already set in motion.
Example: your opponent stole your Jinzo with Snatch Steal. You, in retaliation for this thievery, use Premature Burial on the MH you discarded a while back. MH is summoned to the field, your opponent can't use their beloved Spells, and they get to keep your Jinzo, which is sad. But do not fret! MH is stronger than Jinzo, so you need not feel pity for the psychotic android shocker because you can send it to an eternal rest!

The only real issue with MH, which I almost forgot to mention, is that its effect only activates when you have no cards in your hand. Currently, that isn't very common unless you're up against a "Hand Control" Deck. It isn't impossible though; if you play recklessly and often find you have no cards in you hand, MH is for you! If you enjoy Setting Normal Spells and having a full Monster Card Zones just for the heckuvit, MH is the answer to all of your prayers. If you like canines yet have allergies, MH is the only thing available that will keep you entertained.

All in all, MH is a really useful monster that could be very useful in Decks already using Cyber Archfiends and Cybernetic Cyclopean. But for the average Deck, I wouldn't advise using it, unless of course you enjoy having a beatstick that may once in a blue moon prove very helpful.

Advanced: 3/5. Its Level brings it down a few pegs, as does the stipulation under which it activates.
Traditional: 2/5. Imperial Order robs it of its recognition.
Overall: 2.5/5.
Art: 1/5. It might just be a bad scan that I'm looking at, but that's one ugly dog.
 

Dark Paladin
Today we come to the ferrocious Mechanical Hound.

Mechanical Hound does have the unfortunate setback of requiring two tributes, but Trojan Horse can deal with that if you want since he is an Earth monster.

Hound harbors 2800 attack points which is pretty good for a monster of his Level and a relatively low 1500 defense (which is good for Traditional being Witchable).

Then the effect, while you have no cards in your hand, your opponent cannot activate any Magic cards. Now, this card along with yesterday, promotes BAD hand management. However, your opponent not being able to use Lightning Vortex, Brain Control, NoC, Scapegoat and the like isn't something to shake a stick at.

Ideally, you would summon Mechanical Hound when you had only the said card in hand, and then just play every card you draw to keep the effect or set your cards if you are drawing traps.

Ratings:

Traditional: 2.9/5 Again, he wants an empty hand = Yata Lock
Advanced: 3.9/5 A solid effect here, and having no hand isn't the
end of the world.

Art: 3.5/5

You stay classy, Planet Earth :)
 

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